Ultra Fight Da! Kyanta 2/Anna: Difference between revisions
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[[Image:Ufdk2anna.png|thumb|right|250px|'''Anna''']] | [[Image:Ufdk2anna.png|thumb|right|250px|'''Anna''']] | ||
== Background == | |||
Anna is the younger sister of Ruri, the owner of a popular pub named Hammer Spot.<br> | Anna is the younger sister of Ruri, the owner of a popular pub named Hammer Spot.<br> | ||
The pub has been operated by her family for over 100 years, but Anna isn’t really interested in helping.<br> | The pub has been operated by her family for over 100 years, but Anna isn’t really interested in helping.<br> | ||
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Occasionally, she gets angry with drunk customers at the pub and gets into fights. However, that has yet to hurt the business. In fact, some customers come to the pub just to see her fight.<br> | Occasionally, she gets angry with drunk customers at the pub and gets into fights. However, that has yet to hurt the business. In fact, some customers come to the pub just to see her fight.<br> | ||
Ruri plans on setting up a ring in Hammer Spot for Anna to fight in, promising that as long as Anna fights, she’ll never have to help with anything else at the pub.<br> | Ruri plans on setting up a ring in Hammer Spot for Anna to fight in, promising that as long as Anna fights, she’ll never have to help with anything else at the pub.<br> | ||
<br> | <br> | ||
'''"TSUCHINOKO~!"'''<br> | |||
<br> | |||
=== | == Overview == | ||
{{StrengthsAndWeaknesses | |||
| intro = '''Recommended Types: Super'''<br> | |||
[[file:UFDK2_Anna_Icon.png]] '''Anna''' plays like Millia, kind of, sit behind 5EX, get knockdown, and loop okizeme till' death.<br> | |||
| pros = | |||
* '''The Best Lockdown''': 5EX is the best lockdown move in the game, it's multi-hit, hard to get around, and deals good damage. Along with moving slowly, letting Anna easily back opponents into the corner. | |||
* '''Great Mix''': As a compliment to her lockdown, she has two instant overheads in j.X and j.EX, along with 2X, an insanely feared and fast low. She can apply this behind 5EX to command a disgusting amount of respect, then use that mental stack to get her combo grab. | |||
* '''Real Okizeme''': Most characters don't have real Okizeme, Anna's 5EX and accessible mix-ups actually lets her do Millia-style Okizeme. She can even OS with 5EX + GRAB to beat things like Raging Demon. | |||
* '''Doesn't Need To Neutral''': Unlike the Shotos, 5EX is slow and takes awhile to go away, so she can effectively shut off fireball neutral with it. She can also 2X, which is an insane low-profile that's hard to punish. | |||
* '''Combo Grab''': Her grab combos, for whatever reason, which is very rare in Kyanta. | |||
* '''No Use for Ultras''': Her Ultras are bad or very boring, they can deal damage but aren't very good, this means she can save her meter for EXs and safely run Super-type without missing out on anything. | |||
| cons= | |||
* '''No Damage/No Ultra Damage''': She just doesn't deal damage, even her optimal damage is far worse than Kyanta's, who has pretty bad damage. She also lacks Ultras that can deal hefty damage for her, making her match-ups against volatile characters, like Gyanta or Taro, harder. | |||
* '''No Meter Taunt''': Meter taunts are free economy and help immensely, not having one, especially with her very safe 5EX, stops her from being completely braindead. | |||
* '''Must Trade''': Anna '''can't build meter very well''' or keep opponents out, she has great lockdown but if a character can poke her through it the match-up then becomes a matter of who has more health and meter, rather than who makes the better decisions. | |||
|tablewidth=80 | |||
}} | |||
== Movelist == | == Movelist == | ||
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|caption = | |caption = | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData(Jump-In)-KYANTA2 | ||
|damage =15 | |damage =15 | ||
|guard =High | |guard =High | ||
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|recovery =3 | |recovery =3 | ||
|invuln =0 | |invuln =0 | ||
| | |kd =N | ||
| | |punish =Y | ||
|effect =N/A | |effect =N/A | ||
|description=Weirdo air-momentum jab, a bit poor of a hitbox but fast, halts vertical movement.<br> | |description=Weirdo air-momentum jab, a bit poor of a hitbox but fast, halts vertical movement.<br> | ||
Very applicable in combos, carries well off of a midscreen launcher into the corner. Ends in the air so it can combo into j.B<br> | Very applicable in combos, carries well off of a midscreen launcher into the corner.<br> | ||
Ends in the air so it can combo into j.B or be used to approach, like an air-dash.<br> | |||
}} | }} | ||
}} | }} | ||
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|input =2B | |input =2B | ||
|image =UFDK2_Anna_2B.png | |image =UFDK2_Anna_2B.png | ||
|caption =TSUCHINOKO | |caption =''TSUCHINOKO~!'' | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData-KYANTA2 | ||
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|caption = | |caption = | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData(Jump-In)-KYANTA2 | ||
|damage =20 | |damage =20 | ||
|guard =High | |guard =High | ||
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|recovery =Until Ground | |recovery =Until Ground | ||
|invuln =0 | |invuln =0 | ||
| | |kd =N | ||
| | |punish =Y | ||
|effect =N/A | |effect =N/A | ||
|description=Odd air-float with a huge and disruptive hitbox. Similar to Buttobi's j.B.<br> | |description=Odd air-float with a huge and disruptive hitbox. Similar to Buttobi's j.B.<br> | ||
Movement can be influenced with 4 and 6, halts all vertical momentum, can even apply as an instant overhead in some cases.<br> | Movement can be influenced with 4 and 6, halts all vertical momentum, can even apply as an instant overhead in some cases.<br> | ||
Especially safe against tall characters or those without good anti-airs.<br> | Especially safe against tall characters or those without good anti-airs. Can be punished if you don't back off properly though.<br> | ||
}} | }} | ||
}} | }} | ||
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|input =5X | |input =5X | ||
|image =UFDK2_Anna_5X.png | |image =UFDK2_Anna_5X.png | ||
|caption = | |caption = | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData-KYANTA2 | ||
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|description=Free version of the infamous venom ball, not that good honestly.<br> | |description=Free version of the infamous venom ball, not that good honestly.<br> | ||
Controls space all the same but reduced damage, smaller hitbox, a single-hit reduces the application.<br> | Controls space all the same but reduced damage, smaller hitbox, a single-hit reduces the application.<br> | ||
Very susceptible to being jump-in parried or traded with | Very susceptible to being jump-in parried or traded with. | ||
}} | }} | ||
}} | }} | ||
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|caption = | |caption = | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData(Jump-In)-KYANTA2 | ||
|damage =20 | |damage =20 | ||
|guard =High | |guard =High | ||
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|recovery =3 | |recovery =3 | ||
|invuln =0 | |invuln =0 | ||
| | |kd =N | ||
| | |punish =N | ||
|effect =N/A | |effect =N/A | ||
|description=Very weird move in terms of frame-data. Is active until you land, in which there's 3 frames of recovery once you land.<br> | |description=Very weird move in terms of frame-data. Is active until you land, in which there's 3 frames of recovery once you land.<br> | ||
Technically active "Until Ground", but that would imply it's cancelled by the ground and has no recovery, similar to any of the "Until Ground" j.As, but it isn't and has recovery | Technically active "Until Ground", but that would imply it's cancelled by the ground and has no recovery, similar to any of the "Until Ground" j.As, but it isn't and has recovery. | ||
}} | }} | ||
}} | }} | ||
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|input =5EX | |input =5EX | ||
|image =UFDK2_Anna_5EX.png | |image =UFDK2_Anna_5EX.png | ||
|caption = | |caption = | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData-KYANTA2 | ||
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|description=Practically broken projectile. Makes all of her buttons and tools safe if done from behind or inside it.<br> | |description=Practically broken projectile. Makes all of her buttons and tools safe if done from behind or inside it.<br> | ||
Without it, she's not very hard to deal with, but behind her projectile she has the flexibility to force anything.<br> | Without it, she's not very hard to deal with, but behind her projectile she has the flexibility to force anything.<br> | ||
It's multi-hit nature makes it very hard to easily jump-in air parry, couple that with Anna being able to do pretty much anything during this, it' | It's multi-hit nature makes it very hard to easily jump-in air parry, couple that with Anna being able to do pretty much anything during this, it will ''always'' trade.<br> | ||
<br> | <br> | ||
Hope and pray that you are on the opposite side of the projectile or try to wait it out until it goes off-screen.<br> | Hope and pray that you are on the opposite side of the projectile or try to wait it out until it goes off-screen, or be good with parries.<br> | ||
Smart Annas will use this to force looping Okizeme situations, so you'll have to rely on trading to counter-play this tool. | |||
}} | }} | ||
}} | }} | ||
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|input =2EX | |input =2EX | ||
|image =UFDK2_Anna_2EX.png | |image =UFDK2_Anna_2EX.png | ||
|caption = | |caption =worse 2X | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData-KYANTA2 | ||
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{{MoveData | {{MoveData | ||
|input =J.EX | |input =J.EX | ||
|image = | |image =UFDK2_Anna_JX.png | ||
|caption = | |caption = | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData(Jump-In)-KYANTA2 | ||
|damage =30 | |damage =30 | ||
|guard =High | |guard =High | ||
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|recovery =3 | |recovery =3 | ||
|invuln =1-4 | |invuln =1-4 | ||
| | |kd =Y | ||
| | |punish =N | ||
|effect =KD | |effect =KD | ||
|description=Suffers the same weird frame-data as j.X, it's active until you land, in which there's 3 frames of recovery once you land.<br> | |description=Suffers the same weird frame-data as j.X, it's active until you land, in which there's 3 frames of recovery once you land.<br> | ||
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<br> | <br> | ||
Your main launcher outside of grab. Very fast and launches pretty well leaving for great j.A follow-ups and carries.<br> | Your main launcher outside of grab. Very fast and launches pretty well leaving for great j.A follow-ups and carries.<br> | ||
Can be tiger-knee'd for an instant overhead launcher that's safe on block. Very good move. | Can be tiger-knee'd for an instant overhead launcher that's safe on block. Very good move. Just be sure to give it a couple of frames, buffer j.ex from the ground whiffs. | ||
}} | }} | ||
}} | }} | ||
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|adv.hit =Knockdown | |adv.hit =Knockdown | ||
|adv.parry =N/A | |adv.parry =N/A | ||
|effect =KD | |effect =KD, NKB | ||
|description=Insta-slam, can be combo'd into unlike most command grabs.<br> | |description=Insta-slam, can be combo'd into unlike most command grabs.<br> | ||
Extremely quick, but the damage isn't very high and simply doing one of the throw-combos in the corner or playing neutral for a bit will get you the same damage.<br> | Extremely quick, but the damage isn't very high and simply doing one of the throw-combos in the corner or playing neutral for a bit will get you the same damage.<br> | ||
It's not bad, but more or less outclassed and has little use | It's not bad, but more or less outclassed and has little use. Very situational Ultra. | ||
}} | }} | ||
}} | }} | ||
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|adv.parry =N/A | |adv.parry =N/A | ||
|effect =KD, KB | |effect =KD, KB | ||
|description= | |description=Excellent 1-hit grab. Great to mix in with poison ball pressure.<br> | ||
Applies very well in the corner as a meterless combo starter with good damage.<br> | Applies very well in the corner as a meterless combo starter with good damage.<br> | ||
Great in all aspects | Great in all aspects. | ||
}} | }} | ||
}} | }} | ||
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== Other Resources/Notable Players == | == Other Resources/Notable Players == | ||
=== Other Guides | === Other Guides/Showcases === | ||
<br> | <br> | ||
=== Notable Players === | === Notable Players === | ||
{{PlayerList|colorPrefix=UFDK2_Anna_Color|data= | |||
{{PlayerListEntry | |||
|name = Dantarion | |||
|colorNote = | |||
|region = us | |||
|regionNote = | |||
|status = | |||
|notes = | |||
}} | |||
{{PlayerListEntry | |||
|name = YellowSwerve | |||
|colorNote = Color 07 | |||
|region = us | |||
|regionNote = West Coast | |||
|status = Active | |||
|notes = {{CharLink-Kyanta|Kyanta| Kyanta}} / {{CharLink-Kyanta|Tsukinami| Tsukinami}} / {{CharLink-Kyanta|Anna| Anna}} | |||
}} | |||
}} | |||
{{Kyanta2}} | {{Kyanta2}} | ||
[[Category: Ultra Fight Da! Kyanta 2]] | [[Category: Ultra Fight Da! Kyanta 2]] |
Latest revision as of 18:35, 13 August 2023
Background
Anna is the younger sister of Ruri, the owner of a popular pub named Hammer Spot.
The pub has been operated by her family for over 100 years, but Anna isn’t really interested in helping.
She hates drunk people, so she rarely spends time there. She would much rather go out shopping and put together new fashionable outfits.
Occasionally, she gets angry with drunk customers at the pub and gets into fights. However, that has yet to hurt the business. In fact, some customers come to the pub just to see her fight.
Ruri plans on setting up a ring in Hammer Spot for Anna to fight in, promising that as long as Anna fights, she’ll never have to help with anything else at the pub.
"TSUCHINOKO~!"
Overview
Movelist
5A
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2A
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J.A
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5B
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2B
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J.B
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5X
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2X
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J.X
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5EX
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2EX
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J.EX
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Ultra 1 (Y)
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Ultra 2 (Y)
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Grab (AB)
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Taunt (Select)
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Combos
Notation Help | |
---|---|
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
FB | Refers to the act of gaining a "Flash Bonus", which grants you extra meter, on the hit of a move. |
KC | Refers to pressing B+Y on the same frame, or the macro-button for B+Y. This is known as a Kyanta-Cancel, this game's Roman-Cancel. |
DC | Refers to cancelling a move by activating Demon type's buff, similar to KC. |
XEX | Refers to pressing X+Y on the same frame, or the macro-button for X+Y. This is known as an EX move, for example: j.EX>5EX>2EX. |
{X/Y/Z} | Move X or Y or Z can be used. |
#X | Indicates that any of A, B and C may be used with #. Example: 3A (Down-right, Light.) If you have trouble with this notation, you may want to google for "Numpad Notation" elsewhere. |
(X)xN or (X)xN-N | Loop the inputs in the square brackets or parenthesis as many times as N, sometimes doesn't include brackets or parenthesis but still means the same thing. Also occasionally includes a dash to indicate that a varying amount of hits can be performed. |
j.X | Button X is input while you are in the air jump. |
X(whiff) | Indicates that X is intended to whiff. |
(Delay) or (Wait) | Indicates a short delay on the hit. |
(X) | X move is omittable from the combo, this will be mentioned in the hover text. |
tk.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
AA | Indicates the move hits an opponent in the air, referred to as an Anti-air. Hence AA. |
[X] | Indicates if a move should be held down. |
]X[ | Indicates if a held move should be released, for example: 5[B] > 5]B[. |
Air
5B > KC > j.A(FB) > j.B > (j.EX)x5 > (5A)x4 (181)
Midscreen
j.X > 5A > 2X (39)
j.X > 5A > U2 (98)
- Only U2 confirm, extra jabs can be done in corner.
j.EX > 5A > (j.A)x3 > j.EX > (5A)x5 (95)
Demon Midscreen
2X > DC > 2EX > 2A > (j.EX)x6 (165)
Corner
Grab > 5A > (j.A)x3 > j.EX > (5A)x5 (105)
2X > 2B > 5B > (5A)x3 (78)
Flash Bonus
Grab > KC > j.B > KC > j.A(whiff) > j.A(FB) > j.B > 5A > 2X > KC >(5A)x3 > 2EX (180)
Other Resources/Notable Players
Other Guides/Showcases
Notable Players
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
---|---|---|---|---|
Dantarion | United States |
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Color 07 | YellowSwerve | United States West Coast |
Active | Kyanta / Tsukinami / Anna |